Creating space in Wwise

In this week’s learning, I have looked at how to do 3D Spatialization in Wwise. Like in reality, the sound in games naturally gets louder as we get closer to the object making the sound. Just like when we hear an ambulance coming from a distance and driving away, the low frequency of the sound increases as we get closer and then decreases until the sound disappears. This is also the Doppler effect.

I created the Attenuation curve in Wwise, which can be seen in the diagram as a table on the xy-axis. The x-axis represents the unit distance specified in the game, and the y-axis represents the attenuation magnitude. With this table, we can change many parameters, such as the volume level and the filter level.

I also looked at Cone Attenuation, which is the change in sound when the player is facing the vocalist but at the same distance from the vocalist. However, when I first adjusted this parameter, I was very confused about the position of the vocalist and the character because I thought that the center of the circle was the listener and the white dot was the vocalist. But in fact, it was the opposite: the white dot was the listener, and the vocalist was placed in the center of the circle to project the sound into the surrounding area.

Earlier, I also looked at audio randomization and space automation exists. For example, when a fragment falls to the ground, it will bounce around but its position will not be fixed. So this is where the Position Editor comes into play. In the image below, points can be added to make the object’s path. For example, in the game, the character’s hand is on the right side of the screen, so the sound of a piece falling on the ground will be more to the right. So you can put the frame on the right side to draw the points.

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